snuffbot1's latest activity

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    snuffbot1 replied to the thread Homebrew NSP to NSZ - C++.
    Not in this, I'm going to make a gui frontend for this program and might put that option in it though. In the meantime before I make that, you could just make a batch file to do that for you.
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    snuffbot1 reacted to Octoblimp's post in the thread Cool AI Projects with Like Like.
    Personally, I don't see any AI-assisted or AI-generated projects as slop unless it is actually rushed, doesn't work well et cetera. Those, like me, who actually put time and effort and passion into releasing something good, even if its...
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    No but if you buy a little board like this, to aid in the install: https://gbatemp.net/threads/v1-unpatched-switch-esp32-s3-payload-injector.679333/post-10817332 I also recommend a touch sensor (TTP223 Capacitive Touch Sensor Module), for...
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    Can you understand this?
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    Bookmark this thread, I'll post a link to the github during the week as I need to make a small adjustment to one of the html files and I don't have the time just now to do it, any esp32-s3 based chip will work but you will need a v1 unpatched...
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    Yes what version are you looking for esp32-s3 basic chip version or the waveshare Amoled touch v1 version.
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    snuffbot1 replied to the thread Homebrew ioQuake3-Wii.
    Well if you want to prove that theory then it will not take long, open the map.pak file (it's just a renamed zip) and look in the scripts folder for the shader file, in your quake directory make a folder called scripts. Look for the texture file...
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    snuffbot1 replied to the thread Homebrew ioQuake3-Wii.
    This is flags/banners on ps4 version and is when 32bit lightmapping is used in the maps scripts/x.shader file. What I do is look at the map I am using then edit the shader file, I look for flag/banner/cable/wire etc... in it then remove the light...
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    snuffbot1 replied to the thread Homebrew NSP to NSZ - C++.
    OP updated with latest source code and exe file. @DuCkBiLL - nicboss python version GUI is horrible to use and looks janky and the python version kept crashing/failing to run for me. I'd also like to add my own features so meh! So please don't...
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    snuffbot1 replied to the thread Homebrew NSP to NSZ - C++.
    Tell me what improvements you want, I've got my own few tweaks to do but I'll consider adding yours. Once that's done you'll get a nice gui to use it with so it will basically be drag and drop. Also increase threads to 40, it will be even faster.
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    snuffbot1 replied to the thread Homebrew NSP to NSZ - C++.
    Here you go, this works with block compression now: nszrs -C -B -t 20 -k prod.keys -o ./ game.xci Test this and let me know how you get on, what speeds you expected and what you get.
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    snuffbot1 replied to the thread Homebrew NSP to NSZ - C++.
    I've done it for block now, it works good. I just need to fix the percentage output, what kind of time were you getting before?
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    snuffbot1 replied to the thread Homebrew NSP to NSZ - C++.
    OK no problem, what I'll do is look at ZSTD_c_nbWorkers code in nsp/xci packing but I think it already automatically sets workers by itself, maybe I can add an override flag. I've been fixing some minor bugs and stuff but I am nearly completed...
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    You can't decrypt anything newer on a lower FW. That's why you need the keys.
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    You can change the settings to think it's playing back media and then it won't go into sleep mode.